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Wednesday, April 10, 2013

Demi-Humans of the Wilderlands of Swords and Deviltry

The Wilderlands as presented in 3e had a number of demi-humans that appeared as normal humans except with funky colored skin. I’m going to be keeping them because I still have a few oddly colored minis in my box. “Common” versions of these - which are essentially humans descended from these demi-humans - are made using the normal rules for humans. “True” versions are made using the rules below.

Altanians

Altanians are a strong and hardy race that gave their name to Barbarian Altanis. Their skin is a deep red, and they commonly appear in slave markets throughout the Wilderlands. It is said by some that the blood of demons courses in their veins.

Altanian Abilities

Ability Prerequisite: Altanian characters must have both a Strength and a Constitution of 15 or greater.

Character Advancement: Altanians may reach any level as a fighter or rogue. They may only advance as high as 4th as a druid, but may advance further if their Wisdom is 16 or greater.

Weapon and Armor Restrictions: Regardless of class Altanians are not trained in the use of any armor higher than chain.

Blood Rage: An Altanian may enter a rage for 1d6 rounds. During this period they gain +2 to to hit and damage rolls and -2 to AC. They can only attack with melee weapons in this state and will not allow opponents to flee and will not accept surrender. Regardless of how many rounds are left, the effect ends when combat is over.

Stealthy: Altanians who are not in a blood rage suprise opponents on a 3 in 6 instead of the normal chance. Note that this does not ignore the normal penalties incurred from carrying lightsource in a dungeon.

Saving Throws: Altanians use the saving throws of their chosen class.

Avalonians

Avalonians are descendents of a mating between a northern elf and a human. This occurred so often in the North that they now have a substantial population. Due to their elf heritage, their skin is a pale blue and their hair is either platinum blonde, white, or silver.

Avalonian Abilities

Ability Prerequisite: Avalonians must have a Intelligence of 13 or greater and a Constitution of no higher than 9.

Character Advancement: Avalonians may reach up to 6th level as a Fighter, and may advance further if their Strength is 16 or greater. They may advance without restriction as a rogue or magician.

Keen Detection: Avalonians can detect secret doors on a 1-2 regardless of their class. If they are a rogue their chance to find secret doors increases by 1, but may not go higher than 5.

Saving Throws: Avalonians gain a +2 to saves made against cold and charm effects.

Languages: Avalonians begin play knowing both Common and Elven.

Ghuls

Ghuls are humanoids with transparent skin that haunt the northern parts of the Wilderlands. They delight in the taste of human flesh, but they can put this aside long enough to have fairly stable relations with humans. While many live in semi-nomadic tribes, there are some who dwell in cities and a few have even made a living as wizards and scribes.

Ghul Abilities

Ability Prerequisite: Ghuls must have a Constitution of 18 and a Charisma of no higher than 9.

Character Advancement: Ghuls may advance up to 6th level as a fighter and 4th level as a magician, though they may advance beyond this if their Strength or Intelligence is a 13 or greater, depending on class. Ghuls may advance as a rogue without restriction.

Weapon and Armor Restrictions: Regardless of class, Ghuls may not wear armor heavier than leather - which is always in the form of a harness.

The Hunger: Once per day, Ghuls may spend a full round eating human flesh. If they do so, they gain regeneration 1 for the next 1d6.

Viridians are descended from the great fish-god Armadod-bog. Their skin is a bright green and their hair is universally black. They are few in number today, with most being members of the family of the World Emperor. They are often known to bear scars along their back, since they scourge themselves in apology to their god for not being more fish-like.

Viridian Abilities

Ability Prerequisite: Viridians must have a strength and intelligence of greater than 12.

Character Advancement: Viridians advance as a blend of fighter and magician using the table below. Viridians with an intelligence and a charisma of 18 may use the magician spells per day chart instead of the one below.

Viridian Advancement

XP

Level

HD

ST

0

1

1

14

5,000

2

2

13

10,000

3

3

12

20,000

4

3+1

11

40,000

5

4

10

80,000

6

5

9

160,000

7

6

8

320,000

8

6+1

7

640,000

9

7

6

1,280,000

10

8

5

Weapon and Armor Restrictions: Viridians may use any weapon and wear any armor, but must have a free hand to cast spells.

Spell Casting: Viridians may cast a number of spells based on the chart below. Viridians with an intelligence greater than 15 gain an extra first level spell per day. Otherwise, they function identically to a Magician.

Spells Per Day

Viridian Level

Level 1

Level 2

Level 3

1

--

--

--

2

1

--

--

3

2

--

--

4

2

1

--

5

3

2

--

6

4

2

--

7

4

2

1

8

4

2

2

9

4

3

2

10

4

4

3

Saving Throws: Viridians gain a +2 to saves made against magical effects.

2 comments:

There are southern elves (which are green instead of blue) and an underground variety of elves which are all pale and morloch-y. They function the same way mechanically but are far rarer in the areas that I might run a game.